re-write defaults.yaml

Re-writing defaults.yaml to enter values from C&C Gold. 
Vehicles & tanks have a small explosion by default now.
This commit is contained in:
psydev
2013-01-26 15:14:34 -08:00
committed by Matthias Mailänder
parent 43995ebb28
commit 382997086d

View File

@@ -1,42 +1,18 @@
^Vehicle:
AppearsOnRadar:
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 60
Rough: 40
Road: 100
Tiberium: 40
BlueTiberium: 40
Beach: 40
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Passenger:
CargoType: Vehicle
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
AcceptsCloakCrate:
WithSmoke:
^Tank:
AppearsOnRadar:
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 80
Rough: 70
Road: 100
Tiberium: 70
BlueTiberium: 70
Beach: 70
Clear: 25
Rough: 25
Road: 25
Tiberium: 25
BlueTiberium: 25
Beach: 25
ROT: 5
SelectionDecorations:
Selectable:
@@ -45,21 +21,68 @@
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
AcceptsCloakCrate:
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
^Tank:
AppearsOnRadar:
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 25
Rough: 25
Road: 25
Tiberium: 25
BlueTiberium: 25
Beach: 25
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
AcceptsCloakCrate:
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
^Helicopter:
AppearsOnRadar:
UseLocation: yes
TargetableAircraft:
TargetableUnit:
TargetTypes: Air
GroundedTargetTypes: Ground
SelectionDecorations:
Selectable:
Voice: VehicleVoice
@@ -69,6 +92,10 @@
LandWhenIdle: false
Buildable:
Queue: Aircraft
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
@@ -79,7 +106,9 @@
Armor:
Type: None
RevealsShroud:
Range: 5
# Range: 4
Range: 3
# default range value for infantry is 1 in C&C, but OpenRA renders vision slightly differently.
AutoTarget:
ScanRadius: 4
Mobile:
@@ -87,13 +116,13 @@
SharesCell: true
TerrainSpeeds:
Clear: 90
Rough: 80
Road: 100
Tiberium: 70
Rough: 90
Road: 90
Tiberium: 90
PathingCost: 1000
BlueTiberium: 70
BlueTiberium: 90
PathingCost: 1000
Beach: 80
Beach: 90
SelectionDecorations:
Selectable:
Voice: GenericVoice
@@ -107,12 +136,18 @@
AttackMove:
Passenger:
CargoType: Infantry
HiddenUnderFog:
PoisonedByTiberium:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
SpawnViceroid:
Probability: 2
CrushableInfantry:
DetectCloaked:
Range: 1
^CivInfantry:
Inherits: ^Infantry
@@ -126,22 +161,24 @@
Voice: CivilianMaleVoice
Bounds: 12,17,0,-9
Valued:
Cost: 70
Cost: 10
Tooltip:
Name: Civilian
Mobile:
Speed: 4
Health:
HP: 25
# HP: 25
HP: 5
RevealsShroud:
Range: 2
Range: 3 #arbitrary. Assuming it should be 1, like infantry.
# In practice, it seems that OpenRA renders vision range differently. Assuming it should be 1 for this unit.
AttackFrontal:
PrimaryWeapon: Pistol
ActorLostNotification:
Notification: civdead1.aud
NotifyAll: true
ScaredyCat:
RenderInfantryPanic:
RenderInfantryPanic:
AttackMove:
JustMove: yes
CrushableInfantry:
@@ -154,6 +191,10 @@
Voice: GenericVoice
TargetableUnit:
TargetTypes: Air
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
@@ -168,6 +209,10 @@
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground, Water
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
@@ -200,8 +245,10 @@
WithBuildingExplosion:
DeadBuildingState:
EmitInfantryOnSell:
ValuePercent: 40
ActorTypes: e6,e1
MustBeDestroyed:
GivesExperience:
CaptureNotification@GDI:
Race: gdi
Notification: gdicapt1.aud
@@ -254,7 +301,9 @@
CapturableBar:
RepairableBuilding:
RevealsShroud:
Range: 3
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
^CivField:
Inherits: ^CivBuilding
@@ -262,10 +311,6 @@
Tooltip:
Name: Field
-WithBuildingExplosion:
RenderBuilding:
Palette: terrain
EditorAppearance:
UseTerrainPalette: true
^CivFieldHusk:
AppearsOnRadar:
@@ -287,7 +332,7 @@
Adjacent: 7
TerrainTypes: Clear,Road
TargetableBuilding:
TargetTypes: Ground
TargetTypes: Ground, Wall
Wall:
CrushClasses: wall
CrushSound: sandbag2.aud
@@ -299,6 +344,34 @@
RenderBuildingWall:
HasMakeAnimation: false
Palette: staticterrain
GivesExperience:
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
Sellable:
^HeavyWall:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
Adjacent: 7
TerrainTypes: Clear,Road
TargetableBuilding:
TargetTypes: Ground, Wall
Wall:
CrushClasses: wall
CrushSound: sandbag2.aud
LineBuild:
Range: 8
SelectionDecorations:
Selectable:
Priority: 1
RenderBuildingWall:
HasMakeAnimation: false
Palette: staticterrain
GivesExperience:
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
@@ -332,6 +405,24 @@
EditorAppearance:
RelativeToTopLeft: yes
^Husk:
Health:
HP: 140
Armor:
Type: Light
Husk:
HiddenUnderFog:
AppearsOnRadar:
Burns:
TargetableUnit:
TransformOnCapture:
ForceHealthPercentage: 25
# Capturable:
# Type: husk
# AllowAllies: true
# AllowNeutral: true
# AllowEnemies: true
^Bridge:
Tooltip:
Name: Bridge